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Learning idiomatic expressions is seen as one of the most challenging stages in second language learning because of their unpredictable meaning. A similar situation holds for their identification within natural language processing…
The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Writing software tests is laborious and time-consuming. To address this, prior studies introduced various automated test-generation techniques. A well-explored research direction in this field is unit test generation, wherein artificial…
Punishment as a mechanism for promoting cooperation has been studied extensively for more than two decades, but its effectiveness remains a matter of dispute. Here, we examine how punishment's impact varies across cooperative settings…
Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the…
This study examines the integration of digital tools in project-based learning within a Biomedical Engineering course to enhance collaboration, transparency, and assessment fairness. Building on prior pilot experiences, we implemented a…
Despite the availability of refactoring as a feature in popular IDEs, recent studies revealed that developers are reluctant to use them, and still prefer the manual refactoring of their code. At JetBrains, our goal is to fully support…
Practice tests for high-stakes assessment are intended to build test familiarity, and reduce construct-irrelevant variance which can interfere with valid score interpretation. Generative AI-driven, automated item generation (AIG) scales the…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
There has been some evidence that agility is connected to the group maturity of software development teams. This study aims at conducting group development psychology training with student teams, participating in a project course at…
In software engineering, a great number of new approaches are being actively researched, and a lot of tools are being developed based on them. These tools require a framework for their creation and an opportunity to be used by potential…
Mob Programming, or "mobbing", is a relatively new collaborative programming practice being experimented with in different organizational contexts. There are a number of claimed benefits to this way of working, but it is not clear if these…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
As evaluation designs of large language models may shape our trajectory toward artificial general intelligence, comprehensive and forward-looking assessment is essential. Existing benchmarks primarily assess static knowledge, while…
It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
Unified Modeling Language (UML) Use Case and Class Diagrams are fundamental modeling notations in Software Engineering (SE) education due to their importance for requirements and model-based engineering, yet their relevance is…